Project Zomboid

Project Zomboid

PZKVLC Animated
79 条留言
Hilvon  [作者] 10 月 19 日 上午 2:32 
@The Origami Guru
This mod only changes the way cars are displayed and does not touch save files at all. So it is safe to add or remove from a save.
The main risk you might face is if the game changes some things about how shaders are supposed to work, then the mod might cause a crash when trying to render a vehicle. But suche a crash is not likely to cause save corruption and you would be able to continue playing after disabling the mod just fine. And so far this only happened once during 42 updates. And in 41 you are totally safe.

However please not that Spawnlimimt submod does not work retroactively. The vehicles that were already spawned in your save will remain as they are - not animated - and spawns of not yet animated vehicles would be only blocked on newly explored chunks of the map.
The Origami Guru 10 月 18 日 下午 6:59 
Is this mod safe to add to an already created map? (ie: is it gonna mess up my file?)
Hilvon  [作者] 10 月 10 日 下午 10:52 
@Joco - Maybe. But by this mod being over a year old and only now getting close to covering all B41 vehicles, you might see that expanding it to exotic cars is not likely happening soon...
rawgu 10 月 10 日 下午 10:51 
thank you for the quick answer <3
Hilvon  [作者] 10 月 10 日 下午 10:50 
@rawgu - Short answer - yes. This mod requires PZK VLC to function.

This mod would do nothing (except use up some memory for imported models and scripts) if used without base PZK VLC mod. I will eventually get to properly defining dependencies inside the game too rather than just mention them on workshop. Just been a little sloppy with it while the mod is under construction.
rawgu 10 月 10 日 下午 10:38 
Idiotic question - the mod says it requires the original mod but in game it does not have the original mod as dependency - does it need it enabled or not? I am asking because I'm running Fili with scene replacers along with no vanilla vehicle spawn mods and apparently, the PZK VLC mod is incompatible with all of those.
Joco 10 月 10 日 下午 2:27 
Does this mod also animate the pzk exotics version?
Hilvon  [作者] 9 月 29 日 上午 8:06 
@XoNiX thank you for reporting. That might happen as I sometimes move the bumper out of the way and forget to shove it back where it needs to be. I will double check it. Also there is a chance I already fixed it but didn't roll out an update since...
XoNiX #SaveTF2 #FixTF2 9 月 29 日 上午 7:06 
Greetings, I don't know if it's been reported or not, but some cars have a bumper that's duplicated on top.
For example, the Champion and the one of the pickup trucks.
Rachel L 8 月 23 日 下午 8:43 
Hey Hilvon, the pzk.DashChampion. rear bumper is waaaay higher than it should be, it doesnt seem to interefere with anything but its waaaay higher.
Hilvon  [作者] 8 月 11 日 上午 12:12 
It becomes a tradition of me pushing an update rather late in the day and forgetting to comment about it.

Changed are mostly routine - more vehicles Animated, some bug fixes for compatability with other mods... Primarely with Silmpe Light bars Expanded.

41 version now detects if VVA passenger disable is enabled and turns off passenger rendering too. 42 version does not... mainly because - it was late at night and I forgot to copy the change over since it went opposite of my usual work flow.

Please report bugs, or ideas you have.
Hilvon  [作者] 8 月 1 日 下午 11:12 
@Guii Manzz - that is a complicated question. Initially it did. Now it does not. And I am a bit conflicted on it ir should or should there be a separate submod here to not force people to subscribe to VVA if they only want PZK vehicles etc. So while this mod is WIP I have time to figure it out. And if you want to help me do that - in about an hour I will begin streaming on twitch (Hilvon1984) and stream making the mod for about 6 hours. Would be glad to see you in chat.
Guii Manzz 8 月 1 日 下午 2:18 
Just one question, does the VVA "Disable Passenger Rendering" submod also work here? By the way, great job you did here! A true legend!
Hilvon  [作者] 7 月 30 日 上午 12:45 
Sorry, forgot to announce it straight away.
About 10 hours ago another update was published getting the published vehicles progress up to what is listed in excel - estimating 75% coverage in build 42.
Also several mod compatabilities were addressed so now the mod should be compatable with Simple Light bars Expanded and Small Town First Responders in build 41.
But for servers this unfortunately means the same song and dance all over again.
If you want to use the mod on your server - you have my express permission to make a fork of current version of the mod, put it as link only on the Workshop and use it instead.
Testest 7 月 27 日 下午 2:06 
Ok i will have to take that back, when i thought i fixed all i really did was to remove the mod, even after a wipe the problem still persists. The funny thing is that i have a economy mod and the server is rejecting it the same manner as it reject yours (tried and tested everything, new workshop id, uploading a different mod under the same workshop id, empty mod, everything works great offline but server refuses to install it), im curious if anyone else is running this mod in a linux server, i wonder if it's the server or if something is happening on my workshop items
Hilvon  [作者] 7 月 17 日 下午 9:57 
@Testest glad to hear the issue is fixed. Hopefully next time I make an update the transition would go smoother.
Testest 7 月 17 日 下午 2:44 
Fixed it, just removed a file manually from the server
Testest 7 月 16 日 下午 2:52 
LOG : General , 1752702677896> 146,722,996> Workshop: DownloadPending GetItemState()=Installed|NeedsUpdate|Downloading|Do
wnloadPending ID=3331128480
LOG : General , 1752702677896> 146,722,996> Workshop: download 7999344/8954576 ID=3331128480
LOG : General , 1752702677984> 146,723,084> Workshop: onItemNotDownloaded itemID=3331128480 result=2
LOG : General , 1752702677984> 146,723,085> Workshop: item state DownloadPending -> Fail ID=3331128480
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'CFileWriterThread'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'Thread(0x00007FFF3CF01B60/0x000'
src\tier0\threadtools.cpp (3465) : Assertion Failed: Illegal termination of worker thread 'Thread(0x00007FFF3CF01B60/0x000'
Testest 7 月 16 日 下午 1:30 
I will try to reinstall it whenever the server gets empty, from memory it was saying the mod was updated but failed to install, maybe it will fix itself when reinstalled
Hilvon  [作者] 7 月 16 日 上午 11:43 
@Testest Sorry to hear that. Do you happen to have a log I can check out? The issue does not seem to present itself during my local testing.
Titto Hokkaido 7 月 16 日 上午 7:21 
Thank you, will check!
Testest 7 月 16 日 上午 1:29 
Yeah looks like your last update is broken, server can't start with it, it only works when i remove PZKAnimated
Hilvon  [作者] 7 月 16 日 上午 12:28 
Yesterday late night (about 11 hours ago from this post) I pushed another update.
Hilvon  [作者] 7 月 16 日 上午 12:23 
@Titto Hokkaido
The Camper Van rear left door is a but I spent like a couple hours Tring to figure out what is going on.
To my best knowledge - the mask texture on vehicle marks this area as representing rear left door. But this door does not exist. And the shader considers this door not existing as it being removed/destroyed. And applies this grey shading effect.

Var openable rear windows - will have a look at. Didn't notice this bug before but shouldn't be hard to fix.
Titto Hokkaido 7 月 15 日 下午 11:44 
Nvm, checked the pzk wiki and the VanSeatsTaxi is indeed from PZK
Titto Hokkaido 7 月 15 日 下午 11:39 
And the other two are the pzkVanCamper; the left rear door doesn't seem to appear physically and in the mechanics menu, and the Vehicles_VanSeatsTaxi has a visual bug on the rear right window as it doesn't open like the right window, seems to be overlapping on something... although now that I think of it, it isn't a pzk vehicle lol sorry
Titto Hokkaido 7 月 15 日 下午 11:33 
Hello, so far I have found one error, and two other visual bugs
The error is on the Dash Noble whenever turning on and off the retractable headlights; sending error in another comment
Titto Hokkaido 7 月 14 日 下午 10:30 
Understandable, and will do! 🤝
Hilvon  [作者] 7 月 14 日 下午 9:58 
@Titto Hokkaido
Thank you for enjoying the mods.
As to further support... The very best support you can provide is to pitch in with testing.
There are a lot of cars and I try to have more of them Animated rather than make sure everything on Animated cars is perfect. So any feedback on missing/misplaced parts, broken geometry or bent textures would be appreciated. Fixing the issues once they are pointed out is much easier to me than trying to spot them.

And as usual I'd be thrilled if more people came to hang out withe during streams. Twitch channel link is in the description. It has a schedule posted there... Though I probably should fix it. The actual stream now starts 2 or sometimes 3 hours before what is indicated on the schedule. And I tend to have a Sunday stream at about same time.
Titto Hokkaido 7 月 14 日 下午 7:09 
Thank you for this; do you have any other way to support your work?
Hilvon  [作者] 7 月 14 日 上午 10:54 
@goongys Thank you for reporting. I have figured out the reason and next update will fix it.

@BeardedDepression The problems with Chevalier Cerise93 trunk (and hood too) are also fixed and awaiting for next update.
goongys 7 月 13 日 下午 2:02 
the dash intruder has the rear right wheel missing even though its there in mp and single player b41
BeardedDepression 7 月 6 日 下午 12:44 
I made a typo in my report - i meant to say that the trunk opens with the entire upper half, rather than the trunk segment between the lines - not the hood. apologies.
BeardedDepression 7 月 6 日 下午 12:40 
Ah, yeah. i am on b42. My bad for not clarifying
Hilvon  [作者] 7 月 6 日 下午 12:28 
@BeardedDepression Thank you for the report. Based on metion of meade sherif I assume you are using buld 42 version. I will have a look into it ASAP and try to add fixes to the cleanup patch I am planning to roll in for build 41 soon-ish.
BeardedDepression 7 月 6 日 下午 12:18 
Hey dude i get this is a work in progress and all but, just a couple things you might wanna be aware of : the cerise93 and cerise93 wagon seem to have unusually bright interiors, there also seems to be holes in the body above the taillights, and the hood opens with the top of the rear fenders on the sedan, rather than the actual trunk segment (where the lines for the trunk are) which makes the whole upper half of the back of the car open and it looks a little strange. There's also dark triangles on each front fender near the headlight, most noticable on the Cerise93 meade sheriff variant. Hope this helps!
Hilvon  [作者] 7 月 6 日 上午 11:40 
The 41 update got pushed earlier today.
Unfortunatelly after throrugh testing (aka using debug to spawn every single vehicle on the list) some issues were discovered. Most notably with Cheaviler Laser / Franklin Galloper police variants and long van CUCV.
I am working on fixing those issues and believe I squased most of them by now, so in a few hours another hotfix is inbound for Workshop.
Also in build 42 version there is now an experimental feature.
Dash Noble has animated fold up headlights. At present there is a possible problem with lights being missing when the vehicle first loads. But after you flick lights on/off or return to vehicle after it was loaded once - the problem does not persist. I am researching ways to fix the issue entirely and when I beat it I will look into sharing this with other cars that have fold up headlights like Vanilla Cosette. Fingers crossed.
Hilvon  [作者] 7 月 5 日 下午 2:43 
And heads up - another update is coming - probably in the next 12-16 hours.
Basically it will synchronise progress with 41 version, so it would go up from circa 30% it was before to circa 60%. Basically any vehicle that was animated in 42 version will have their equivalents animated in 41.

And I kind of tested the non animated spawn supression submod (ran a world with maxed out vehicle spawn, ran around parking lots trying to find a non animated spawned car and didn't.
But - just because I foresee the question - I am only able to roll out this non animated spawn supressor rather quickly - because it is able to directly ask my animation mod about specific vehicle IDs. I would NOT be able to make a mod that takes other partially animated car collections and root out nonanimated parts of them with that mod.
Hilvon  [作者] 7 月 5 日 上午 7:06 
Pushed an update. Currently all changes are to 42 virsion only.
Added a submod to disable vehicles from PZK pack that are not animated. I have tested the game starts with it, but I did not test if it works as intended yet. So use at your own risk and plase report bugs.
lemar 7 月 4 日 上午 10:49 
Brilliant work
Hilvon  [作者] 7 月 1 日 上午 1:33 
@Ryan https://www.twitch.tv/hilvon1984
And thank you for reminding - I probably should add it to the description.
Ryan 6 月 30 日 下午 2:47 
what's your channel name?
Hilvon  [作者] 6 月 29 日 上午 12:22 
@Hy I am still going. No stream(s) this week because I am away from my main workstation. I will have extra streams on Friday though.

Also I really should try to push an update sometime. Though that would require some work syncing 41 version with 42 progress. Maybe that (and the submod to filter non animated vehicles out of the distributions pool) would be tha focus of the Friday stream.
Hy 6 月 28 日 下午 12:50 
Plz keep goin'
I really love your work!
Logiccccccccccc 6 月 27 日 下午 12:25 
that would be great!
Ryan 6 月 26 日 下午 12:11 
Me happy :)
Hilvon  [作者] 6 月 25 日 上午 12:01 
@Ryan I wasn't planning to. But I guess I can make this a thing.
Ryan 6 月 24 日 上午 3:25 
@Hilvon I'll ask the better question would you please make a mod / make additions to this mod for the option to spawn only the animated ones or all the cars.
Hilvon  [作者] 6 月 23 日 下午 11:23 
@Logiccccccccccc Technically... if you make a mod that overrides the vehicle distributions lua from PZK with its copy that comments out all the vehicles except the ones that were animated - this could be doable.
But right now - no.